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    The magic of horror games is to make players watch every step, inducing a feeling of fear when they turn around a corner. Horror game designers use a variety of tools to encourage the sensation of fear. However, players should associate themselves with a character and attach meaning to their actions in order to experience a thrill while playing a game. A concept, known as presence or telepresence - 'a sense of being present in a remote environment ' (Held and Durlach, 1992) - helps to achieve…

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    Pokemon Essay

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    world has never played or heard about the game Pokemon? I am sure that every teenager used to play the game when he was a kid or every older people have children who played years ago. I remember whenever I was a kid I used to love this game; getting the new version every year, meet with all my friends to play it together, but over the years the game became repetitive. Pokemon needed a blast, and it was accomplished with the released of Pokemon go. The game Pokémon is a Japanese franchise created…

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    Saturday Studio Essay

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    Studio offered Sebastian opportunities to explore, make/play, and share a video game he made. The purpose of this study was to examine how Saturday Studio supported and/or confounded the development of personal interests. This section highlights two key themes and suggests implications for future research. The two themes discussed are: (1) Saturday Studio’s environment supported Sebastian’s interest in making a video game and (2) this experience suggests a purpose-driven arts curriculum through…

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    attention of a greater number of students as well as teach to individuals rather than to a group about the material greatly increasing the level of understanding students could have over any given subject due to the other students learning through the game. There are a number of organizations that seek to use gamification to its fullest extent in education leading to some amazing results such as the Institute of Play that created the Quest to Learn program that currently has some amazing…

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    To many people, death is the ultimate end, when nothing continues, and the book of life closes. However, in the majority of video games, death is a failure state. Due to the primarily action-focused nature of games, death has served as a failure-state for thousands of games, from Mortal Combat to Pac Man. The question is, how do games use death, beyond that of a failure state? To examine, we’ll see an extremely common method seen in FPS’s, such as Doom or Wolfenstein the New Order, a newer…

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    down that showed that they were at a new level or floor of the castle where they then though their next mission. The costumes were great as well as the fantastic make-up. The dragons and villains costumes were great and it looked like the costume designer put a lot of hard work into them because they came out very nice. The actors were very realistic. The sound was used throughout the evening when they defeated someone and also through sound effects. The sounds that they hear were great sound…

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    aspects of student life is playing games. Many students frequently spend hours playing games with their friends or glued to one type of screen or another. Most sources estimate that on average people spend about 2 hours per day on games, and that most youth are well above this average. Capturing this energy to improve engagement and motivation would significantly improve classroom learning. Currently…

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    (Thatgamecompany, 2012), a game made by Thatgamecompany, has won many awards and also broke a record of being the fastest selling PlayStation Network game, exceeding the other first and third party games ever released (Miller). One of the first things players will notice is the stunning visual of the game, and its’ complementary soundtrack. The beautifully rendered, yet relatively simple environment makes the character focus on the main theme implied in this this game, “journey”. Nonetheless,…

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    far this semester in my Critical Play class, we have been developing a framework to talk about “values” in video games throughout different game elements. In reflecting back to all the readings assigned so far in this course, the two I enjoyed reading the most was chapter one in Helen Nissenbaum and Mary Flanagan’s book, Values at Play in Digital Games and “Once More With Feeling: Game Design Patterns for Learning in the Affective Domain” written by Claire Dormann, Jennifer R. Whitson, and Max…

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    Violent role-playing games are a hotly disputed subject within the close-knit communities of parents, educators, and video game designers. Parents argue that they are degrading for their children and educators tend to lean towards the angle that their students do not benefit from the influence of games with violence in them, or ban elementary-school level children from pretending to fight during recess because of, they claim, safety reasons. However, these types of games are educational and…

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